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Fix the on-ground 0.5s start-timer check from 89e97dfd3d
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309cdf3acf
commit
00feb624c2
@ -2569,10 +2569,15 @@ bool CanStartTimer(int client, int track, bool skipGroundCheck)
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if (skipGroundTimer) return true;
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if (skipGroundTimer) return true;
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int halfSecOfTicks = RoundFloat(0.5 / GetTickInterval());
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if (gI_FirstTouchedGround[client] > 0)
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int onGroundTicks = gI_LastTickcount[client] - gI_FirstTouchedGround[client];
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{
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int halfSecOfTicks = RoundFloat(0.5 / GetTickInterval());
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int onGroundTicks = gI_LastTickcount[client] - gI_FirstTouchedGround[client];
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return onGroundTicks >= halfSecOfTicks;
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return onGroundTicks >= halfSecOfTicks;
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}
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return false;
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}
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}
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void StartTimer(int client, int track, bool skipGroundCheck)
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void StartTimer(int client, int track, bool skipGroundCheck)
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@ -3672,6 +3677,11 @@ public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3
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}
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}
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}
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}
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if (!bOnGround)
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{
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gI_FirstTouchedGround[client] = 0;
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}
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// This can be bypassed by spamming +duck on CSS which causes `iGroundEntity` to be `-1` here...
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// This can be bypassed by spamming +duck on CSS which causes `iGroundEntity` to be `-1` here...
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// (e.g. an autobhop + velocity_limit style...)
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// (e.g. an autobhop + velocity_limit style...)
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// m_hGroundEntity changes from 0 -> -1 same tick which causes problems and I'm not sure what the best way / place to handle that is...
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// m_hGroundEntity changes from 0 -> -1 same tick which causes problems and I'm not sure what the best way / place to handle that is...
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